Graphic3d_RenderingParams()
: Method (Graphic3d_RM_RASTERIZATION),
NbMsaaSamples (0),
+ RenderResolutionScale (1.0f),
// ray tracing parameters
IsGlobalIlluminationEnabled (Standard_False),
RaytracingDepth (THE_DEFAULT_DEPTH),
Graphic3d_RenderingMode Method; //!< specifies rendering mode, Graphic3d_RM_RASTERIZATION by default
Standard_Integer NbMsaaSamples; //!< number of MSAA samples (should be within 0..GL_MAX_SAMPLES, power-of-two number), 0 by default
+ Standard_ShortReal RenderResolutionScale; //!< rendering resolution scale factor, 1 by default;
+ //! incompatible with MSAA (e.g. NbMsaaSamples should be set to 0)
Standard_Boolean IsGlobalIlluminationEnabled; //!< enables/disables global illumination effects (path tracing)
Standard_Integer SamplesPerPixel; //!< number of samples per pixel (SPP)
Standard_Boolean ToReverseStereo; //!< flag to reverse stereo pair, FALSE by default
unsigned int Resolution; //!< Pixels density (PPI), defines scaling factor for parameters like text size
- //!< (when defined in screen-space units rather than in 3D) to be properly displayed
- //!< on device (screen / printer). 72 is default value.
- //!< Note that using difference resolution in different Views in same Viewer
- //!< will lead to performance regression (for example, text will be recreated every time).
+ //! (when defined in screen-space units rather than in 3D) to be properly displayed
+ //! on device (screen / printer). 72 is default value.
+ //! Note that using difference resolution in different Views in same Viewer
+ //! will lead to performance regression (for example, text will be recreated every time).
};